endSession() now pushes the world's active module list to Frappe after
the snapshot push. Each module is projected to {id, title, url,
authors[].name + url} — versions and compatibility info are intentionally
omitted so the eventual public credits page doesn't leak dependency
versions. The Frappe endpoint also strips these fields server-side.
Module inventory push is treated as non-critical: a failure logs a
warning and adds a line to the chat summary, but doesn't abort the
session-completion flow. The chat summary now reports the count of
modules tracked.
Public API gains seitimeBridge.pushModuleInventory() for manual pushes.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
184 lines
5.4 KiB
JavaScript
184 lines
5.4 KiB
JavaScript
/**
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* GM-facing orchestration: the End Session flow and the bulk
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* snapshot push it depends on. Imported by main.js and exposed on
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* `globalThis.seitimeBridge` for use from Foundry macros.
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*
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* Recommended macro body (Script type, no arguments):
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* seitimeBridge.endSession();
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*/
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import { MODULE_ID } from "./constants.js";
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import {
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completeSession,
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listScheduledSessions,
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pushModuleInventory,
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pushSnapshot,
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} from "./api.js";
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function escapeHtml(s) {
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return String(s ?? "").replace(
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/[&<>"']/g,
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(c) => ({ "&": "&", "<": "<", ">": ">", '"': """, "'": "'" })[c],
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);
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}
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/**
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* Push snapshots for every PC in the world, in parallel. Returns a summary
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* with successful/failed counts and the names of any failures so the caller
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* can surface them.
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*/
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export async function pushAllSnapshots() {
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const pcs = game.actors.filter((a) => a.type === "character");
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const results = await Promise.allSettled(pcs.map((a) => pushSnapshot(a)));
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const failed = results
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.map((r, i) => (r.status === "rejected" ? { name: pcs[i].name, error: r.reason?.message ?? String(r.reason) } : null))
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.filter(Boolean);
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return {
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total: pcs.length,
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successful: pcs.length - failed.length,
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failed,
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};
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}
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/**
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* Show the appropriate dialog for the number of candidates and resolve to
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* the chosen session_id, or null if the user cancels.
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*/
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async function pickSession(sessions) {
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if (sessions.length === 1) {
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const s = sessions[0];
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const confirmed = await Dialog.confirm({
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title: "End Session",
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content: `
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<p>End <b>${escapeHtml(s.session_title)}</b>?</p>
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<p>This will mark it Completed, schedule the next session, and push snapshots for all PCs.</p>
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`,
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yes: () => true,
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no: () => false,
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defaultYes: true,
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});
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return confirmed ? s.session_id : null;
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}
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const options = sessions
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.map(
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(s) =>
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`<option value="${escapeHtml(s.session_id)}">${escapeHtml(s.session_title)}${s.session_start ? ` — ${escapeHtml(s.session_start)}` : ""}</option>`,
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)
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.join("");
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return new Promise((resolve) => {
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new Dialog({
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title: "End Session",
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content: `
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<p>Multiple scheduled sessions match this Foundry world. Pick one to end:</p>
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<select id="seitime-session-pick" style="width:100%; margin-bottom:0.5em;">
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${options}
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</select>
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`,
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buttons: {
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cancel: { label: "Cancel", callback: () => resolve(null) },
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end: {
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label: "End Session",
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callback: (html) => {
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const value = html.find("#seitime-session-pick").val();
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resolve(value || null);
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},
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},
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},
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default: "end",
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close: () => resolve(null),
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}).render(true);
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});
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}
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function buildSummaryHtml(completion, snapshotResult, moduleResult) {
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const parts = [
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`<h3>Session Complete</h3>`,
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`<p><b>${escapeHtml(completion.completed_session)}</b> marked Completed.</p>`,
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];
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if (completion.next_session) {
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parts.push(
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`<p>Next session scheduled: <b>${escapeHtml(completion.next_session)}</b> (#${escapeHtml(completion.next_session_number)}).</p>`,
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);
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}
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parts.push(
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`<p>Snapshots pushed: ${snapshotResult.successful} of ${snapshotResult.total}.</p>`,
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);
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if (snapshotResult.failed.length) {
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const items = snapshotResult.failed
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.map((f) => `<li>${escapeHtml(f.name)}: ${escapeHtml(f.error)}</li>`)
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.join("");
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parts.push(`<p style="color:#a00"><b>Failed pushes:</b></p><ul>${items}</ul>`);
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}
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if (moduleResult?.upserted) {
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parts.push(
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`<p>Tracked ${moduleResult.upserted} active module(s) for credits.</p>`,
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);
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} else if (moduleResult?.error) {
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parts.push(
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`<p style="color:#a00">Module inventory push failed: ${escapeHtml(moduleResult.error)}</p>`,
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);
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}
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return parts.join("");
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}
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/**
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* Full end-of-session flow. Invoked from a Foundry macro by the GM.
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*/
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export async function endSession() {
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if (!game.user.isGM) {
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ui.notifications.warn("End Session is GM-only.");
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return;
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}
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let sessions;
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try {
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sessions = await listScheduledSessions();
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} catch (err) {
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console.error(`[${MODULE_ID}]`, err);
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ui.notifications.error(`Could not fetch scheduled sessions: ${err.message}`);
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return;
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}
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if (!sessions.length) {
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ui.notifications.warn(
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"No scheduled sessions found for this Foundry world. Check that the world ID matches a Game in Frappe.",
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);
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return;
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}
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const sessionId = await pickSession(sessions);
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if (!sessionId) return;
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let completion;
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try {
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completion = await completeSession(sessionId);
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} catch (err) {
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console.error(`[${MODULE_ID}]`, err);
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ui.notifications.error(`Could not complete session: ${err.message}`);
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return;
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}
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const snapshotResult = await pushAllSnapshots();
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// Module inventory is non-critical — log and continue if the push fails
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// so the session still gets marked Completed with a clean summary.
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let moduleResult = null;
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try {
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const raw = await pushModuleInventory();
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moduleResult = raw?.message ?? null;
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} catch (err) {
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console.warn(`[${MODULE_ID}] module inventory push failed:`, err);
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moduleResult = { error: err.message };
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}
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await ChatMessage.create({
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content: buildSummaryHtml(completion, snapshotResult, moduleResult),
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speaker: { alias: "Seitime Bridge" },
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whisper: ChatMessage.getWhisperRecipients("GM").map((u) => u.id),
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});
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const failureNote = snapshotResult.failed.length ? ` (${snapshotResult.failed.length} snapshot push(es) failed — see chat)` : "";
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ui.notifications.info(`Session ended. ${snapshotResult.successful}/${snapshotResult.total} snapshots pushed${failureNote}.`);
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}
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